Post by Kitai Yoru on Feb 6, 2022 22:00:57 GMT -5
Name: [Jack]
Statistics:
Race: Mod Soul
Class: 1
Rank: 4
Type: Strategist
Age of Appearance: 24
Real Age: Depends on your interpretation
Highest Stage of Release: Level 7
Basic Appearance: [Jack is a near duplicate of Kitai in terms of appearance, with a few key differences. Jack is a prideful man who keeps his clothing clean, wearing a fine business suit, custom made of course, with leather shoes shines to the point of reflection. His hair is clean and flowing like the finest strands of silk, with a silver tinge to the white hair. His eyes also glisten with a silver hue, looking like two pools of mercury. He stands at seven feet tall, just like the Lunatic that brought him back to life.
Basic Personality: [Jack is a man of extreme Pride, as well as a deep envy. He has a yearning to be praised and recognized for the the marvel that he is. He knows that he is amazing, and he loves to show it off. At the same time, however, he is also exceptionally petty. He hates seeing others stealing away the spotlight from him for whatever insignificant task they managed to accomplish, when he knows that he could have done it ten times better than those simpletons. At the same time, he has a fondness for the idiocy that his family produces. He doesn't mind sharing the spotlight with Kitai of Jill.]
Powers Overview: [Being created by Kitai, Jack is a Mod Soul that is more... Modern than most of the older ones. Jack, is what most people would call a living meme. Not one of those silly internet jokes, but more along the lines of a sentient thought, a living Cognitohazard. Jack is capable of manifesting a body wherever his senses or energy sensory is capable of detecting. The effects of this change depending on the level, but whomever can see this body are affected by Jack's abilities.
Level 1-7: Whenever someone says Jack's name, he can spread his influence and infect the minds of others, attacking them mentally. Npc's with no stats, will be converted into Jack. These are not clones, each one of these Jacks are more like extensions of a hivemind, puppets for Jack to control. Pc/Npc characters that hear his name will be able to resist it by spending 1 reiatsu per post per time Jack's name is said, up to 100 reiatsu per post. In exchange, anyone paying the cost can tell who around them is a part of the Jack Hivemind, within their sensory capabilities.
Jack's Mod Soul pill is less a solid structure, and more a piece of information. So long as the concept of Jack exists, so too does the pill, existing purely as a theoretical object. This allows Jack to move his 'pill' into multiple bodies at once. Jack can control as many bodies as he has points in instinct, though he cannot use all of them at once for combat. In terms of combat, Jack can control two bodies per class for combat reasons, and once they are all dead, he loses the fight. Each body he is manipulating for fighting at a time reduces his base Instinct by 100.
Jack can only control those who have either no base stats, or those who are dead and knew of his existence prior to death. Bodies will share Jack's stats, except for fallen Pc/Npc, which he will be able to use their physical stats for a specialty body that Jack can use in later threads.
Strength: 75-45% 41
Speed: 75-30% 52
RS: 50
Sppr: 400
Instinct: 200+350% 900
Senses: 200+350% 900
ES: 400+350% 1,800
Dark Aura: 0
Light Aura: 100
Guns: 3
Calm Mind: 4
Strength of Will: 2
Hacking: 3
Acting: 3
Charisma: 2
Necessary Backstory: [Once upon a time, Jack resided in the mind of a certain Fullbringer. He was a part of the broken personalities that Fullbringer had manifested to cope with the soul shattering trauma he had experienced once his father died. For years, Jack and the other personalities lived together in that broken mess of a mind, before one day, they fought a Quincy. That red haired harlot broke them physically, and drove them off the deep end mentally. Jack and one other personality were swallowed by the ensuing madness, before they all merged back into a single entity. The Fullbringer had been sent to Hell for his misdeeds and madness, and Jack had forgotten that he had ever been a separate entity. With the use of a particular item, he Fullbringer turned Saika has ripped enough of the being that was once Jack out of his mind, and existence returns to the personality once more.]
Current Story Status: [Kitai thanks to his particular item, has taken a substantial amount of lifeforce from himself, isolating enough of what was once Jack and storing it into the item. With this, Kitai manifests Jack into the form of a Mod Soul, and brings Jack back into consciousness. He remembers everything that happened in their lives. He remembers Hell as if he were a fly on the wall, disassociated and confused about it all. He remembers the last moments as Jack, before they all merged back into Kitai. And he is grateful for a second chance at life.]
Name: [Jill]
Statistics:
Race: Mod Soul
Class: 1
Rank: 4
Type: Runner
Age of Appearance: 24
Real Age: Depends on your interpretation
Highest Stage of Release: Level 6
Basic Appearance: [Jill is a near duplicate of Kitai in terms of appearance, with a few key differences. Jill is a crude and raunchy individual, and dresses as such. Much like the Saika, she wears a large jacket with sleeves that cover well past her hands. She wears a white dress shirt with only a few of the buttons being properly buttoned. She wears black pants, and black boots. Her hair is a ivory white, and is kept wild and manic looking. Her eyes are red, and she has a constant smile on her face looks downright maniacal.]
Basic Personality: [Jill is a lustful and greedy person by nature. She is someone who isn't afraid of over indulging herself, and so help her if someone stands in her way. She is a cruel and spiteful person, willing and eager to hurt those who just so happen to be in her general area, let alone someone who has wronged her. She hates anyone who has more than she does, and will gleefully do everything in her power to claw her way to the top. The only ones whose presence she can stand to even approach her own are her family, and that's only just barely.
Powers Overview: [Being created by Kitai, Jill is a Mod Soul that is more... Modern than most of the older ones. Her power allows her to alter her gigai into something closer to perfect, or at least something that meets her higher standards.
Level 1-7: Whenever she enters a body/Gigai, it automatically changes into how she views herself. When in a Gigai, stamina costs are greatly reduced, and the efficient running speed increases by 50 per level for levels 1-6, and an extra 100 for class 1.
Strength: 100-50% 50
Speed: 400+250% 1,400
RS: 50
Sppr: 250
Instinct: 100
Senses: 100
Energy Sensory: 150
HE: 250
Stealth: 4
Swords: 4
Battle Analysis: 2
Acrobatics: 2
Strength of Will: 2
Pain Tolerance: 2]
Necessary Backstory: [Once upon a time, Jill resided in the mind of a certain Fullbringer. She was a part of the broken personalities that Fullbringer had manifested to cope with the soul shattering trauma she had experienced once his father died. For years, Jill and the other personalities lived together in that broken mess of a mind, before one day, they fought a Quincy. That red haired harlot broke them physically, and drove them off the deep end mentally. Jill and one other personality were swallowed by the ensuing madness, before they all merged back into a single entity. The Fullbringer had been sent to Hell for his misdeeds and madness, and Jill had forgotten that she had ever been a separate entity. With the use of a particular item, he Fullbringer turned Saika has ripped enough of the being that was once Jill out of his mind, and existence returns to the personality once more.]
Current Story Status: [Kitai, thanks to his particular item, has taken a substantial amount of lifeforce from himself, isolating enough of what was once Jill and storing it into the item. With this, Kitai manifests Jill into the form of a Mod Soul, and brings Jill back into consciousness. She remembers everything that happened in their lives. She remembers Hell as if she were a fly on the wall, disassociated and confused about it all. She remembers the last moments as Jill, before they all merged back into Kitai. And she is gleeful for a second chance at life.]
Statistics:
Race: Mod Soul
Class: 1
Rank: 4
Type: Strategist
Age of Appearance: 24
Real Age: Depends on your interpretation
Highest Stage of Release: Level 7
Basic Appearance: [Jack is a near duplicate of Kitai in terms of appearance, with a few key differences. Jack is a prideful man who keeps his clothing clean, wearing a fine business suit, custom made of course, with leather shoes shines to the point of reflection. His hair is clean and flowing like the finest strands of silk, with a silver tinge to the white hair. His eyes also glisten with a silver hue, looking like two pools of mercury. He stands at seven feet tall, just like the Lunatic that brought him back to life.
{His Beautiful Visage}
Basic Personality: [Jack is a man of extreme Pride, as well as a deep envy. He has a yearning to be praised and recognized for the the marvel that he is. He knows that he is amazing, and he loves to show it off. At the same time, however, he is also exceptionally petty. He hates seeing others stealing away the spotlight from him for whatever insignificant task they managed to accomplish, when he knows that he could have done it ten times better than those simpletons. At the same time, he has a fondness for the idiocy that his family produces. He doesn't mind sharing the spotlight with Kitai of Jill.]
Powers Overview: [Being created by Kitai, Jack is a Mod Soul that is more... Modern than most of the older ones. Jack, is what most people would call a living meme. Not one of those silly internet jokes, but more along the lines of a sentient thought, a living Cognitohazard. Jack is capable of manifesting a body wherever his senses or energy sensory is capable of detecting. The effects of this change depending on the level, but whomever can see this body are affected by Jack's abilities.
Level 1-7: Whenever someone says Jack's name, he can spread his influence and infect the minds of others, attacking them mentally. Npc's with no stats, will be converted into Jack. These are not clones, each one of these Jacks are more like extensions of a hivemind, puppets for Jack to control. Pc/Npc characters that hear his name will be able to resist it by spending 1 reiatsu per post per time Jack's name is said, up to 100 reiatsu per post. In exchange, anyone paying the cost can tell who around them is a part of the Jack Hivemind, within their sensory capabilities.
Jack's Mod Soul pill is less a solid structure, and more a piece of information. So long as the concept of Jack exists, so too does the pill, existing purely as a theoretical object. This allows Jack to move his 'pill' into multiple bodies at once. Jack can control as many bodies as he has points in instinct, though he cannot use all of them at once for combat. In terms of combat, Jack can control two bodies per class for combat reasons, and once they are all dead, he loses the fight. Each body he is manipulating for fighting at a time reduces his base Instinct by 100.
Jack can only control those who have either no base stats, or those who are dead and knew of his existence prior to death. Bodies will share Jack's stats, except for fallen Pc/Npc, which he will be able to use their physical stats for a specialty body that Jack can use in later threads.
Strength: 75-45% 41
Speed: 75-30% 52
RS: 50
Sppr: 400
Instinct: 200+350% 900
Senses: 200+350% 900
ES: 400+350% 1,800
Dark Aura: 0
Light Aura: 100
Guns: 3
Calm Mind: 4
Strength of Will: 2
Hacking: 3
Acting: 3
Charisma: 2
{Preapproved Techniques}Technique Name: Physical Manifestation: Willpower
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawback: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.
Technique Name: Variant
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This variant of the Willpower technique is incredibly deadly. It's very simple, purely taking advantage of the second stage. In addition to the physical increases, awareness is also required. It causes the head itself to become covered in blue Reiatsu. The eyes will also turn yellow during activation. It costs 300 Reiatsu to activate this variant. This increases sensory stats by 30% while active.
How to use technique: Extend “Pulley” to apply to the head as well as the body.
Drawback: After the post of activation, this goes down by 5% per following post. It costs an additional 50 Reiatsu per sacrificed 5% to rejuvenate the 5%.
Technique Name: Caelumintro
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique is a stepping move. It is unique compared to the others in its own way. The user uses a burst of Reiatsu to move one step. When moving they absorb the spirit particles along their path. This causes the step to increase in speed. The first half of this step uses an 8x increase. While using their own Reiatsu the user cannot change directions. However they can use the absorbed Reiatsu to propel themselves in different directions if needed during the second half of this technique, which is an 11x increase. This technique does not take up a technique slot.
How to use technique:
The user releases Reiatsu to move in a certain direction. While they move they absorb the Reiatsu around them. Then they use the absorbed Reiatsu to move even further. It costs 60 Reiatsu to perform one step. The user can pay 120 Reiatsu however during the second half of the step to REFRESH the step and propel in a given direction. This additional increase would give a 13x increase. During the second half of this step, the user can use the same option, this time for 240 Reiatsu, and a 15x increase, and so on. Essentially continue increasing speed by 2x each time for a doubled cost.
Drawback: Reiatsu cost and exhaustion. Continued doubling of cost. Continued doubling of strain, exhaustion, and muscle pull/wear.
Made by: HopehopehopeHOPE
Reserved?: No.
Technique Name: [Dragon]
Class: [3]
Technique Type: [Construct]
Usable By: [Human world dweller]
Technique Element: [Various]
Technique Description and Effects: [This ability is not a stand alone technique. This ability takes any other ability and changes it. At class three, this ability takes any technique and turns it into one of two dragons. The first dragon option is the serpentine dragon of the East. The Asian dragon, extremely prominent in mythology and even certain parts of history. This dragon is twenty feet long, and comes with or without wings. The next dragon is the feared dragon of the West, most known for terrorizing the masses, and being slain by the knight. This dragon is twenty feet tall, and has one head.
Each dragon is comprised of whatever technique was used in conjunction with. The dragons are able to think and act independently, slaying anything in their path save for their master. The dragons will follow simple orders that their masters give out, but they will do said orders in their own manner. Each dragon is able to breath flames, carrying the same effects and combat stat as the ability that the dragon is formed from. If the dragon is slain, by any attack equal to or over 3/4 the rs of the original technique, will explode equal to its rs into the sky destroying everything above it in a violent pillar of reiatsu. The dragon's strength is 800, with 600 being the speed for the Western dragon, with the opposite being true for the Eastern dragon.
At proficient, the caster can create two Eastern dragons, each twenty five feet long, or a Western dragon standing thirty feet tall with two heads.
At mastered, the caster is able to create three Eastern dragons, each thirty feet long, or a Western dragon standing forty feet tall with three heads.
Each dragon is the same class as the ability used to make it, and are subject to regular clash rulings.]
How to use technique: [You pay 500 reiatsu on your non-release technique, and the ability takes form. The ability, if used that post, lasts a little longer than it should, right before the beast forms. The dragon lasts 5 posts longer than the technique used to make it would normally last.]
Technique Drawbacks (Limitations, repercussions for use, etc) [Cost]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Magic hats]
Class: [3]
Technique Type: [Step/support]
Usable By: [Human world dwellers]
Technique Element: [Illusion]
Technique Description and Effects: [This ability, once active, creates a magician's hat with a question mark on the front of it. The hat completely around your character, standing at twice their height. The moment it does, it moves to the side, leaving fifty-two copies behind it. The caster in inside one of these hats, while in the other hats is various gags. These include overly sized cartoonish rabbits, ducks, dragons, jack-in-a-box, and sexy scantily clad women with picket signs saying nope.
The hats move at a speed of 800, moving the caster away, with a stamina drain equal to the use of two consecutive step techs. People with senses under 200 are unable to see or hear inside the hats. If someone with lesser Es than the caster does rs, they are unable to sense what is inside what hat.]
How to use technique: [The caster asks aloud, 'Do you wanna see a hat trick?', and the ability is cast. The caster is moved depending on what they want. The minimum they can move is not at all, staying in the same location, and only having a hat constructed around them, costing them no stamina drain. The other options cost an equal amount of drain.
The positions of the hats is up to the caster, whether they want to get as far away from whatever it is that's attacking them and traveling in a line, or making a nice ring around their attacker. The hats can never be any closer to each other than five feet, and no further than ten feet from at least one other hat.]
Technique Drawbacks [This ability leaves the caster blind to the outside world, if their own sensory stat is lower than their own rs. If they so much as touch the hat, be it by physical contact, or by an ability of theirs, the hat and whatever hays come in contact with the ability vanish. Lasts three posts.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Redirection]
Class: [3, 2, 1] - 7-1.
Technique Type: [Other] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
This is a vicious technique used by strong reiatsu beings. This allows the user to grab a hold of reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's reiatsu based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three classes to this technique. The class 3 version can catch reiatsu of any class except class 1+, and redirect it for half cost of the technique. The class 2 version can do the very same, except it layers the user's reiatsu strength on top of the enemy's reiatsu strength for the returned attack. It also uses the full cost. The class 1 version can return any technique regardless of reiatsu strength, and does so with the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: [How do you use this technique? List below.]
Stated above.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
Made by: [Admin]
Reserved?: [No]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawback: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.
Technique Name: Variant
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This variant of the Willpower technique is incredibly deadly. It's very simple, purely taking advantage of the second stage. In addition to the physical increases, awareness is also required. It causes the head itself to become covered in blue Reiatsu. The eyes will also turn yellow during activation. It costs 300 Reiatsu to activate this variant. This increases sensory stats by 30% while active.
How to use technique: Extend “Pulley” to apply to the head as well as the body.
Drawback: After the post of activation, this goes down by 5% per following post. It costs an additional 50 Reiatsu per sacrificed 5% to rejuvenate the 5%.
Technique Name: Caelumintro
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique is a stepping move. It is unique compared to the others in its own way. The user uses a burst of Reiatsu to move one step. When moving they absorb the spirit particles along their path. This causes the step to increase in speed. The first half of this step uses an 8x increase. While using their own Reiatsu the user cannot change directions. However they can use the absorbed Reiatsu to propel themselves in different directions if needed during the second half of this technique, which is an 11x increase. This technique does not take up a technique slot.
How to use technique:
The user releases Reiatsu to move in a certain direction. While they move they absorb the Reiatsu around them. Then they use the absorbed Reiatsu to move even further. It costs 60 Reiatsu to perform one step. The user can pay 120 Reiatsu however during the second half of the step to REFRESH the step and propel in a given direction. This additional increase would give a 13x increase. During the second half of this step, the user can use the same option, this time for 240 Reiatsu, and a 15x increase, and so on. Essentially continue increasing speed by 2x each time for a doubled cost.
Drawback: Reiatsu cost and exhaustion. Continued doubling of cost. Continued doubling of strain, exhaustion, and muscle pull/wear.
Made by: HopehopehopeHOPE
Reserved?: No.
Technique Name: [Dragon]
Class: [3]
Technique Type: [Construct]
Usable By: [Human world dweller]
Technique Element: [Various]
Technique Description and Effects: [This ability is not a stand alone technique. This ability takes any other ability and changes it. At class three, this ability takes any technique and turns it into one of two dragons. The first dragon option is the serpentine dragon of the East. The Asian dragon, extremely prominent in mythology and even certain parts of history. This dragon is twenty feet long, and comes with or without wings. The next dragon is the feared dragon of the West, most known for terrorizing the masses, and being slain by the knight. This dragon is twenty feet tall, and has one head.
Each dragon is comprised of whatever technique was used in conjunction with. The dragons are able to think and act independently, slaying anything in their path save for their master. The dragons will follow simple orders that their masters give out, but they will do said orders in their own manner. Each dragon is able to breath flames, carrying the same effects and combat stat as the ability that the dragon is formed from. If the dragon is slain, by any attack equal to or over 3/4 the rs of the original technique, will explode equal to its rs into the sky destroying everything above it in a violent pillar of reiatsu. The dragon's strength is 800, with 600 being the speed for the Western dragon, with the opposite being true for the Eastern dragon.
At proficient, the caster can create two Eastern dragons, each twenty five feet long, or a Western dragon standing thirty feet tall with two heads.
At mastered, the caster is able to create three Eastern dragons, each thirty feet long, or a Western dragon standing forty feet tall with three heads.
Each dragon is the same class as the ability used to make it, and are subject to regular clash rulings.]
How to use technique: [You pay 500 reiatsu on your non-release technique, and the ability takes form. The ability, if used that post, lasts a little longer than it should, right before the beast forms. The dragon lasts 5 posts longer than the technique used to make it would normally last.]
Technique Drawbacks (Limitations, repercussions for use, etc) [Cost]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Magic hats]
Class: [3]
Technique Type: [Step/support]
Usable By: [Human world dwellers]
Technique Element: [Illusion]
Technique Description and Effects: [This ability, once active, creates a magician's hat with a question mark on the front of it. The hat completely around your character, standing at twice their height. The moment it does, it moves to the side, leaving fifty-two copies behind it. The caster in inside one of these hats, while in the other hats is various gags. These include overly sized cartoonish rabbits, ducks, dragons, jack-in-a-box, and sexy scantily clad women with picket signs saying nope.
The hats move at a speed of 800, moving the caster away, with a stamina drain equal to the use of two consecutive step techs. People with senses under 200 are unable to see or hear inside the hats. If someone with lesser Es than the caster does rs, they are unable to sense what is inside what hat.]
How to use technique: [The caster asks aloud, 'Do you wanna see a hat trick?', and the ability is cast. The caster is moved depending on what they want. The minimum they can move is not at all, staying in the same location, and only having a hat constructed around them, costing them no stamina drain. The other options cost an equal amount of drain.
The positions of the hats is up to the caster, whether they want to get as far away from whatever it is that's attacking them and traveling in a line, or making a nice ring around their attacker. The hats can never be any closer to each other than five feet, and no further than ten feet from at least one other hat.]
Technique Drawbacks [This ability leaves the caster blind to the outside world, if their own sensory stat is lower than their own rs. If they so much as touch the hat, be it by physical contact, or by an ability of theirs, the hat and whatever hays come in contact with the ability vanish. Lasts three posts.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Redirection]
Class: [3, 2, 1] - 7-1.
Technique Type: [Other] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
This is a vicious technique used by strong reiatsu beings. This allows the user to grab a hold of reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's reiatsu based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three classes to this technique. The class 3 version can catch reiatsu of any class except class 1+, and redirect it for half cost of the technique. The class 2 version can do the very same, except it layers the user's reiatsu strength on top of the enemy's reiatsu strength for the returned attack. It also uses the full cost. The class 1 version can return any technique regardless of reiatsu strength, and does so with the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: [How do you use this technique? List below.]
Stated above.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
Made by: [Admin]
Reserved?: [No]
{Techniques that need approval}Technique Name: [Soul Storage]
Class: [4]
Technique Type: [Spiritual]
Usable By: [Any]
Technique Element: [None]
Technique Description and Effects: [Through high levels of Energy Sensory and Instinct, the user is capable of creating a mindscape that the can enter and exit at will. They can also, through the use of this technique, use their mindscape as a storage locker for their various items. The user can place items into their mindscape or take them out for a cost of 50 reiatsu, automatically equipping them to their person. The cost to fully enter their inner world during combat costs 100 reiatsu per post. Requirements to form a mindscape are a minimum of 250 in both Instinct and Energy Sensory.]
How to use technique: [Stated above.]
Technique Drawbacks: [Cost.]
Made By: [Jack]
Reserved?: [Yes]
Technique Name: [Telekinesis]
Class: [2]
Technique Type: [Spiritual]
Usable By: [Any]
Technique Element: [Psychic, if any]
Technique Description and Effects: [Through extreme levels of concentration, the user can exert their wills upon the world. This lets the user pick up items with the power of their mind, and manipulate them as they see fit. So long as something is within the range of the user's Energy Sensory, they can manipulate an object, so long as the weight of the object does not exceed their RS in pounds, or is not being held by someone with a higher strength stat, or spiritual stat. The speed in which they can move these objects is equal to 800. Each object manipulated costs 100 reiatsu per post.]
How to use technique: [Stated above.]
Technique Drawbacks: [In order to learn this technique, your Instinct must be over 500.]
Made By: Jack
Reserved?: [Yes]
Technique Name: [Crooked]
Class: [3]
Technique Type: [Memetic]
Usable By: [Anyone]
Technique Element: [Psychic]
Technique Description and Effects: [By saying aloud the Incantation, the user can begin to affect anyone in range of their voice, or can focus this on a particular person. This particular effect makes the limbs of the victim begin to grow. Starting with the dominant arm, the limb will double in length, before snapping at an odd angle at inconveniences the victim. This effect will then move on to the next arm for however many arms they have, before moving to the legs. This growth effect is extremely painful, but doesn't actually break the limb.
This effect doesn't stop the user from using the limbs, but pure strength cannot fix it. There are several ways to resist this effect. The offensive stat of this ability is a combination of the user's Rs and Energy Sensory, as the method of imprinting this effect is done through Energy Sensory. As such, those resisting add their Energy Sensory to their OS when resisting this. Those targeted by this are immune so long as they surpass the combined stats of the user. Those effected can also temporarily reset the deformation of their limbs by paying 200 reiatsu, completely undoing the effects for the post.
The victim can completely purge the effects of Crooked for 500 reiatsu, and cannot be affected by this for the rest of the thread. If the user targets a specific person with this through Energy Sensory, the cost of this ability is 200 reiatsu. If they use this within speaking distance of their target or targets, the cost is 100. The Incantation does not need to be said in a single post, and can be broken up betwen posts, so long as it is said in order. "There was a crooked man, and he walked a crooked mile, He found a crooked sixpence against a crooked stile; He bought a crooked cat which caught a crooked mouse, And they all lived together in a little crooked house."]
How to use technique: [The user says the Incantation, either while targeting a person from a distance, or saying it near them.]
Technique Drawbacks: [Cannot be used without Incantation, the user cannot use Mental Incantation with this ability. Cost.]
Incantation and Effect: [The Incantation does not need to be said in a single post, and can be broken up between posts, so long as it is said in order. For every phrase of the incantation spoken ("There was a Crooked Man" counts as one), one limb will be forced to snap. Every phrase thereafter will cause another limb to snap, resulting in every remaining limb once the incantation is fully-spoken.
]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [Tactical Nuke]
Class: [4-1]
Technique Type: [Physical]
Usable By: [Any]
Technique Element: [Explosion]
Technique Description and Effects: [Due to Jack's unique capabilities, Jack can possess bodies a great distance away from where another body might be located. This allows him to, say, have several iterations of himself set up schemes from a long distance away. This particular ability allows Jack to break into various military bases and launch long range missiles from them towards where the combat may be happening. Every two posts increases the class of this technique, starting at class 8. Costs 25 reiatsu per paragraph.
How to use technique: [The method to use this technique is different than most others. In place of Paying a traditional cost of reiatsu, the user must write up posts about the break-in per class they want to launch the missiles at. They can either write eight paragraphs for a single missile at class 4, sixteen paragraphs for a single class 1 missile, or twelve paragraphs for four class four missiles. Other than that, there is no reiatsu cost.]
Technique Drawbacks: [Lots of writing. User is not immune to this ability. Can only be used in the Human World. Takes three posts for missiles to arrive. Costs equivalent to Class 1 to learn.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [HiJack]
Class: [4]
Technique Type: [Physical]
Usable By: [Jack]
Technique Element: [Jack]
Technique Description and Effects: [Jack, as a very popular individual, feels that it is is duty to spread his influence across the world, gracing everyone with his presence. To do this, Jacks hijacks' every nearby device capable of producing sound into saying his name over and over again, using his Energy Sensory to infect devices. Depending on how many speakers there are, and their capabilities, that could be a lot of voices screaming his name. He can infect one device per 50 ES he has. He can also use this ability to simply infect computer systems and other complex devices though this method. 50 reiatsu per post.]
How to use technique: [By focusing, he can target devices and fuse his consciousness with machines.]
Technique Drawbacks: [He loses the 50 ES he uses to infect devices, while they are infected. Can only control up to ten devices at a time.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Class: [4]
Technique Type: [Spiritual]
Usable By: [Any]
Technique Element: [None]
Technique Description and Effects: [Through high levels of Energy Sensory and Instinct, the user is capable of creating a mindscape that the can enter and exit at will. They can also, through the use of this technique, use their mindscape as a storage locker for their various items. The user can place items into their mindscape or take them out for a cost of 50 reiatsu, automatically equipping them to their person. The cost to fully enter their inner world during combat costs 100 reiatsu per post. Requirements to form a mindscape are a minimum of 250 in both Instinct and Energy Sensory.]
How to use technique: [Stated above.]
Technique Drawbacks: [Cost.]
Made By: [Jack]
Reserved?: [Yes]
Technique Name: [Telekinesis]
Class: [2]
Technique Type: [Spiritual]
Usable By: [Any]
Technique Element: [Psychic, if any]
Technique Description and Effects: [Through extreme levels of concentration, the user can exert their wills upon the world. This lets the user pick up items with the power of their mind, and manipulate them as they see fit. So long as something is within the range of the user's Energy Sensory, they can manipulate an object, so long as the weight of the object does not exceed their RS in pounds, or is not being held by someone with a higher strength stat, or spiritual stat. The speed in which they can move these objects is equal to 800. Each object manipulated costs 100 reiatsu per post.]
How to use technique: [Stated above.]
Technique Drawbacks: [In order to learn this technique, your Instinct must be over 500.]
Made By: Jack
Reserved?: [Yes]
Technique Name: [Crooked]
Class: [3]
Technique Type: [Memetic]
Usable By: [Anyone]
Technique Element: [Psychic]
Technique Description and Effects: [By saying aloud the Incantation, the user can begin to affect anyone in range of their voice, or can focus this on a particular person. This particular effect makes the limbs of the victim begin to grow. Starting with the dominant arm, the limb will double in length, before snapping at an odd angle at inconveniences the victim. This effect will then move on to the next arm for however many arms they have, before moving to the legs. This growth effect is extremely painful, but doesn't actually break the limb.
This effect doesn't stop the user from using the limbs, but pure strength cannot fix it. There are several ways to resist this effect. The offensive stat of this ability is a combination of the user's Rs and Energy Sensory, as the method of imprinting this effect is done through Energy Sensory. As such, those resisting add their Energy Sensory to their OS when resisting this. Those targeted by this are immune so long as they surpass the combined stats of the user. Those effected can also temporarily reset the deformation of their limbs by paying 200 reiatsu, completely undoing the effects for the post.
The victim can completely purge the effects of Crooked for 500 reiatsu, and cannot be affected by this for the rest of the thread. If the user targets a specific person with this through Energy Sensory, the cost of this ability is 200 reiatsu. If they use this within speaking distance of their target or targets, the cost is 100. The Incantation does not need to be said in a single post, and can be broken up betwen posts, so long as it is said in order. "There was a crooked man, and he walked a crooked mile, He found a crooked sixpence against a crooked stile; He bought a crooked cat which caught a crooked mouse, And they all lived together in a little crooked house."]
How to use technique: [The user says the Incantation, either while targeting a person from a distance, or saying it near them.]
Technique Drawbacks: [Cannot be used without Incantation, the user cannot use Mental Incantation with this ability. Cost.]
Incantation and Effect: [The Incantation does not need to be said in a single post, and can be broken up between posts, so long as it is said in order. For every phrase of the incantation spoken ("There was a Crooked Man" counts as one), one limb will be forced to snap. Every phrase thereafter will cause another limb to snap, resulting in every remaining limb once the incantation is fully-spoken.
]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [Tactical Nuke]
Class: [4-1]
Technique Type: [Physical]
Usable By: [Any]
Technique Element: [Explosion]
Technique Description and Effects: [Due to Jack's unique capabilities, Jack can possess bodies a great distance away from where another body might be located. This allows him to, say, have several iterations of himself set up schemes from a long distance away. This particular ability allows Jack to break into various military bases and launch long range missiles from them towards where the combat may be happening. Every two posts increases the class of this technique, starting at class 8. Costs 25 reiatsu per paragraph.
How to use technique: [The method to use this technique is different than most others. In place of Paying a traditional cost of reiatsu, the user must write up posts about the break-in per class they want to launch the missiles at. They can either write eight paragraphs for a single missile at class 4, sixteen paragraphs for a single class 1 missile, or twelve paragraphs for four class four missiles. Other than that, there is no reiatsu cost.]
Technique Drawbacks: [Lots of writing. User is not immune to this ability. Can only be used in the Human World. Takes three posts for missiles to arrive. Costs equivalent to Class 1 to learn.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [HiJack]
Class: [4]
Technique Type: [Physical]
Usable By: [Jack]
Technique Element: [Jack]
Technique Description and Effects: [Jack, as a very popular individual, feels that it is is duty to spread his influence across the world, gracing everyone with his presence. To do this, Jacks hijacks' every nearby device capable of producing sound into saying his name over and over again, using his Energy Sensory to infect devices. Depending on how many speakers there are, and their capabilities, that could be a lot of voices screaming his name. He can infect one device per 50 ES he has. He can also use this ability to simply infect computer systems and other complex devices though this method. 50 reiatsu per post.]
How to use technique: [By focusing, he can target devices and fuse his consciousness with machines.]
Technique Drawbacks: [He loses the 50 ES he uses to infect devices, while they are infected. Can only control up to ten devices at a time.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
{Items}Name: Wrist Launcher
Description: This is a small device that you hook up to your wrist, and hide it under your clothing, just to add to your opponents surprise. This is meant for melee fighters, or close ranged weapons users who like to fight dirty. Only fires Kitai made cartridges. Holds 5 cartridges.
Class: 7-1
Item Type: Weapon
Item Power (IP): Base 300+50 per class (Max 600)
Offense Type: n/a
Durability: 600
Bonuses: Requires a 2 in either version of analysis to spot this before it is used by the user. The speed of the projectile is based off the Item Power.
Drawbacks: Cannot be reloaded in a combat post. Can only use 'Cartridge' items. Item Power does not affect the damage this weapon deals.
Cost: 3000+1000 per class
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Napalm Blast (Cartridge)
Description: A single use cartridge. When used with the Wrist launcher, this fires a plume of fire in the pointed direction, igniting anything it touches. Fires will continue burning for three posts. Can only be used as described with Wrist Launcher. Area of fire is roughly the size of a tank, and travels 20 feet, unless it collides with an object. Fire will continually burn for two posts, unless put out by water with a higher offensive stat than the Item Power of Napalm Blast.
Class: 7-3
Item Type: Combat tool
Item Power (IP): Base 400+100 per class (Max 800)
Offense Type: Physical
Durability: 300
Bonuses: n/a
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Can only be used with 'Wrist Launcher'.
Cost: 2000+500 per class for 5
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Acid Shot (cartridge)
Description: Can only be used with Wrist Launcher. A single use cartridge. When fired, Wrist Launcher will shoot a baseball sized ball of acid, that will eat away at anything with a lower offensive stat than Acid Shot's IP
Class: 7-3
Item Type: Combat Tool
Item Power (IP):
Offense Type: Base 400+ 50 per class (Max 600)
Durability: 300
Bonuses: Anything without durability to it will be completely dissolved in three posts. Will reduce durability of anything by this item's IP per post. Acid is only acidic for three posts
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Can only be used with 'Wrist Launcher'.
Cost: 2000+500 per class for 5
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Poison Mist (cartridge)
Description: A cartridge with two shots. When used, this will spay poisonous purple gas in the given direction. After two seperate posts of exposure to the poison, it Will start to kill targets. After six of the users posts, they will die. After being exposed to the poison once, the user will start to suffer the effects of the poison. The first post, nothing happens to them. The second, it begins to cause internal bleeding, making it hard for those with a post of pain resistance to maneuver. At the third, the pain ramps up further, requiring a two in pain resistance to move. The second time one is exposed to the poison, the death timer will start, but will not increase the pain resistance requirement. Poison cloud dissipates after five of the user's posts.
Class:3
Item Type: Combat item
Item Power (IP): n/a
Offense Type: n/a
Durability: 200
Bonuses: n/a
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Can only be used with 'Wrist Launcher'. Exposure posts can only be removed with an antidote, appropriate healing technique, or HE of 250+.
Cost: 1500
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Pepper Spray (Cartridge)
Description: A two use cartridge. When used, this will spay a large amount of white gas, that hangs in the air for 3 posts. The gas is pepper spray, and getting hit with it will stun opponents without pain resistance for a post. At 300 or more Senses, a 2 in Pain Resistance is needed, and at 400 or more Senses, a 3 is needed. Senses beyond 500 cannot resist this.. With 2 in pain resistance, one can ignore the pain from the gas. User is not immune to the effects of Pepper Spray.
Class: 5
Item Type: Combat item
Item Power (IP): n/a
Offense Type: Physical
Durability: 200
Bonuses: n/a
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Can only be used with 'Wrist Launcher'.
Cost: 1500 for five
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Spider Wannabe (Cartridge)
Description: Five shot cartridge. Fires highly durable webbing in pointed direction, to either ensnare targets, or can be fired like string to grab at things. Net size is ten feet wide in a circular area, and the rope is twenty feet long.
Class: 5-1
Item Type: Combat item
Item Power (IP): 400+100 per class (800 max)
Offense Type: physical
Durability: 200
Bonuses: User is immune to webbing for two posts. Item Power(ip) acts as web durability. Durability is halved against bladed weapons
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Webbing loses 200 durability for every post after the one it was created in. After it hits 0 durability, it disappears.
Cost: 2000+500 per class for five
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Bionic limb
Description: An artificial limb for those who would rather get a stronger metal one for the one they just lost, or for those preparing themselves for when the machines finally take over. This limb can either be used to replace a missing one, or can be fused to the body wherever the user wishes it to be placed, giving the user a 'leg up', on the competition. The speed of these limbs are equal to the speed of the user
Class: 5-1
Item Type: Weapon/Armor/Utility
Item Power (IP): 500+100 per class (Max 800)
Offense Type: Physical
Durability: 1200
Bonuses: Can be upgraded through Kitai's 'Bionic' items. For 100 reiatsu, the arm is able to move at a speed of 600 for a post.
Drawbacks: Can only have four limbs at a time. Can only have five upgrades at a time. Cannot create shockwaves outside of techniques
Cost: 3000+2000 per class.
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Metal Thumb
Description: This is an item that is used with any 'bionic' items from Kitai's shop. This is a modification for the arm type. This hand is for those that are particularly 'handy' with power tools. This has any tool build into it that the user would need in a given repair situation, including but not limited to; screw guns, saws, sanders, and blowtorches. When used on another item, this can restore the item's durability by 20% its max per post.
Comes in a gloved variant for those who don't want to lose a limb for it.
Class: 5
Item Type: Tool
Item Power (IP): N/a
Offense Type: N/a
Durability: 1400
Bonuses: N/a
Drawbacks: N/a
Cost: 6,000
Skills used to create: 3 in Crafting
Donated to Urahara's: No
Name: The Boom Stick
Description: This is a high powered Firearm, able to be styled into any particular firearm the user requests at the time of purchase. It is able to shoot any ammunition that it is loaded with at a speed equal to its IP. Each clip has six shots.
Class: 8-1
Item Type: Weapon
Item Power (IP): 150+150 per Class (1,200 Max)
Offense Type: Physical
Durability: 3x IP
Bonuses: N/A
Drawbacks: N/A
Cost: 1,000+7,000 per Class (50,000 Max)
Crafting Skills: 4 in Crafting
Donated to Urahara's: Onwards, to the Kitai Shop!
Name: Holy Bullets
Description: A special type of bullet that gives whatever gun they're put in some extra bang got their buck, as well as switches the offensive type of damage a gun deals to spiritual
Class: 7-3
Item Type: Weapon
Item Power (IP): Base 50+50 per class (Max 250)
Offense Type: Mixed
Durability: n/a
Bonuses: Adds the Item Power of Holy Bullets to the penetration power to whatever gun they're put into.
Drawbacks: Requires 250 strength to be used
Cost: 3000+500 per class for 10
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Speed Loader
Description: Originally made to work as a support item to The Colt Made by Kitai, and later developed to work with all fire arms, this item holds the amount of rounds in the weapon's magazine it is attuned to. Attuning a weapon , be they Holy Bullets, specialist ammunition or mundane Ammunition. It allows the person who is using a colt, or other fire arm, to load ammunition into the speed loader, and with turning the dial on the back, normally used to release ammo into a cylinder, instead locks the ammo into a stasis , where it will be loaded to the last firearm touched provided the ammunition can be safely chambered, upon firing the last round in the weapon's magazine or cylinder. After this the ammunition disappears and the speed loader will need to be reloaded again.
Class: 7-1
Item Type: Utility
Item Power (IP): 100 + 100/class
Offense Type: None
Durability: 2x IP
Bonuses:
Doubles the capacity of the first magazine of a weapon. If multiple speed loaders are used in conjunction they will work in tandem, each filling the weapon to capacity after the last one
empties.
Drawbacks:
Only adds to capacity once before needing to be reloaded.
Cost: 3000 + 500 Ryo per class
Crafting Skills: Crafting 1
Donated Kitai's: Yes
Name: Cheese Round
Description: This is a type of Ammunition that can me used in conjunction with any Firearm. This is a non-lethal round, and cannot kill anyone it hits. When this impacts against something, it will create an explosion, covering everything in a fifteen foot radius in scalding hot cheese, users choice on what kind. Those without either Pain Tolerance 2, Heat Tolerance 2, or Strength of will 2 will have their physical capabilities reduced by half for two posts. Class: 8-1
Item Type: Weapon
Item Power (IP): 400
Offense Type: Physicial
Durability: 800
Bonuses: N/A
Drawbacks: N/A
Cost: 1,250+1,250 Per Class (10,000 Max) For 10 rounds
Crafting Skills: 4 in Crafting
Donated to Urahara's: Tonight, we dine, in the Kitai Shop!
Name: Energy Shell
Description: An item made to spite those with a Skin Defense like Heirro or Envinar Guard, this item takes the shape of a pendant, or an item roughly that size to be worn over clothing. This item covers the user with a thin layer of energy that protects the user from any attack with less Os or Ip than thr shell has. It can still protect the user from attacks that surpass the Ip of this item, but it starts to sustain damage once it does.
Class: 3
Item Type: Armor
Item Power (IP): 700
Offense Type: Spiritual
Durability: 3,000
Bonuses: Shockwaves that do no break the Shell cannot forcibly move the user.
Drawbacks: Does not stack with other Shell items. One will be used before the other, and the order cannot be changed before the other item breaks. Attacks that do not surpass the item's IP will degrade the IP by 25% of the attack for the remainder of the thread, or for the next two hours in adventures.
Cost: 20,000
Crafting Skills: 4 in Crafting
Donated to Urahara's:
Description: This is a small device that you hook up to your wrist, and hide it under your clothing, just to add to your opponents surprise. This is meant for melee fighters, or close ranged weapons users who like to fight dirty. Only fires Kitai made cartridges. Holds 5 cartridges.
Class: 7-1
Item Type: Weapon
Item Power (IP): Base 300+50 per class (Max 600)
Offense Type: n/a
Durability: 600
Bonuses: Requires a 2 in either version of analysis to spot this before it is used by the user. The speed of the projectile is based off the Item Power.
Drawbacks: Cannot be reloaded in a combat post. Can only use 'Cartridge' items. Item Power does not affect the damage this weapon deals.
Cost: 3000+1000 per class
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Napalm Blast (Cartridge)
Description: A single use cartridge. When used with the Wrist launcher, this fires a plume of fire in the pointed direction, igniting anything it touches. Fires will continue burning for three posts. Can only be used as described with Wrist Launcher. Area of fire is roughly the size of a tank, and travels 20 feet, unless it collides with an object. Fire will continually burn for two posts, unless put out by water with a higher offensive stat than the Item Power of Napalm Blast.
Class: 7-3
Item Type: Combat tool
Item Power (IP): Base 400+100 per class (Max 800)
Offense Type: Physical
Durability: 300
Bonuses: n/a
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Can only be used with 'Wrist Launcher'.
Cost: 2000+500 per class for 5
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Acid Shot (cartridge)
Description: Can only be used with Wrist Launcher. A single use cartridge. When fired, Wrist Launcher will shoot a baseball sized ball of acid, that will eat away at anything with a lower offensive stat than Acid Shot's IP
Class: 7-3
Item Type: Combat Tool
Item Power (IP):
Offense Type: Base 400+ 50 per class (Max 600)
Durability: 300
Bonuses: Anything without durability to it will be completely dissolved in three posts. Will reduce durability of anything by this item's IP per post. Acid is only acidic for three posts
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Can only be used with 'Wrist Launcher'.
Cost: 2000+500 per class for 5
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Poison Mist (cartridge)
Description: A cartridge with two shots. When used, this will spay poisonous purple gas in the given direction. After two seperate posts of exposure to the poison, it Will start to kill targets. After six of the users posts, they will die. After being exposed to the poison once, the user will start to suffer the effects of the poison. The first post, nothing happens to them. The second, it begins to cause internal bleeding, making it hard for those with a post of pain resistance to maneuver. At the third, the pain ramps up further, requiring a two in pain resistance to move. The second time one is exposed to the poison, the death timer will start, but will not increase the pain resistance requirement. Poison cloud dissipates after five of the user's posts.
Class:3
Item Type: Combat item
Item Power (IP): n/a
Offense Type: n/a
Durability: 200
Bonuses: n/a
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Can only be used with 'Wrist Launcher'. Exposure posts can only be removed with an antidote, appropriate healing technique, or HE of 250+.
Cost: 1500
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Pepper Spray (Cartridge)
Description: A two use cartridge. When used, this will spay a large amount of white gas, that hangs in the air for 3 posts. The gas is pepper spray, and getting hit with it will stun opponents without pain resistance for a post. At 300 or more Senses, a 2 in Pain Resistance is needed, and at 400 or more Senses, a 3 is needed. Senses beyond 500 cannot resist this.. With 2 in pain resistance, one can ignore the pain from the gas. User is not immune to the effects of Pepper Spray.
Class: 5
Item Type: Combat item
Item Power (IP): n/a
Offense Type: Physical
Durability: 200
Bonuses: n/a
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Can only be used with 'Wrist Launcher'.
Cost: 1500 for five
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Spider Wannabe (Cartridge)
Description: Five shot cartridge. Fires highly durable webbing in pointed direction, to either ensnare targets, or can be fired like string to grab at things. Net size is ten feet wide in a circular area, and the rope is twenty feet long.
Class: 5-1
Item Type: Combat item
Item Power (IP): 400+100 per class (800 max)
Offense Type: physical
Durability: 200
Bonuses: User is immune to webbing for two posts. Item Power(ip) acts as web durability. Durability is halved against bladed weapons
Drawbacks: If the wrist launcher is destroyed while this is inside it, the cartridge will explode on the user. Webbing loses 200 durability for every post after the one it was created in. After it hits 0 durability, it disappears.
Cost: 2000+500 per class for five
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Bionic limb
Description: An artificial limb for those who would rather get a stronger metal one for the one they just lost, or for those preparing themselves for when the machines finally take over. This limb can either be used to replace a missing one, or can be fused to the body wherever the user wishes it to be placed, giving the user a 'leg up', on the competition. The speed of these limbs are equal to the speed of the user
Class: 5-1
Item Type: Weapon/Armor/Utility
Item Power (IP): 500+100 per class (Max 800)
Offense Type: Physical
Durability: 1200
Bonuses: Can be upgraded through Kitai's 'Bionic' items. For 100 reiatsu, the arm is able to move at a speed of 600 for a post.
Drawbacks: Can only have four limbs at a time. Can only have five upgrades at a time. Cannot create shockwaves outside of techniques
Cost: 3000+2000 per class.
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Metal Thumb
Description: This is an item that is used with any 'bionic' items from Kitai's shop. This is a modification for the arm type. This hand is for those that are particularly 'handy' with power tools. This has any tool build into it that the user would need in a given repair situation, including but not limited to; screw guns, saws, sanders, and blowtorches. When used on another item, this can restore the item's durability by 20% its max per post.
Comes in a gloved variant for those who don't want to lose a limb for it.
Class: 5
Item Type: Tool
Item Power (IP): N/a
Offense Type: N/a
Durability: 1400
Bonuses: N/a
Drawbacks: N/a
Cost: 6,000
Skills used to create: 3 in Crafting
Donated to Urahara's: No
Name: The Boom Stick
Description: This is a high powered Firearm, able to be styled into any particular firearm the user requests at the time of purchase. It is able to shoot any ammunition that it is loaded with at a speed equal to its IP. Each clip has six shots.
Class: 8-1
Item Type: Weapon
Item Power (IP): 150+150 per Class (1,200 Max)
Offense Type: Physical
Durability: 3x IP
Bonuses: N/A
Drawbacks: N/A
Cost: 1,000+7,000 per Class (50,000 Max)
Crafting Skills: 4 in Crafting
Donated to Urahara's: Onwards, to the Kitai Shop!
Name: Holy Bullets
Description: A special type of bullet that gives whatever gun they're put in some extra bang got their buck, as well as switches the offensive type of damage a gun deals to spiritual
Class: 7-3
Item Type: Weapon
Item Power (IP): Base 50+50 per class (Max 250)
Offense Type: Mixed
Durability: n/a
Bonuses: Adds the Item Power of Holy Bullets to the penetration power to whatever gun they're put into.
Drawbacks: Requires 250 strength to be used
Cost: 3000+500 per class for 10
Crafting Skills: 3 in Crafting
Donated to Urahara's: No
Name: Speed Loader
Description: Originally made to work as a support item to The Colt Made by Kitai, and later developed to work with all fire arms, this item holds the amount of rounds in the weapon's magazine it is attuned to. Attuning a weapon , be they Holy Bullets, specialist ammunition or mundane Ammunition. It allows the person who is using a colt, or other fire arm, to load ammunition into the speed loader, and with turning the dial on the back, normally used to release ammo into a cylinder, instead locks the ammo into a stasis , where it will be loaded to the last firearm touched provided the ammunition can be safely chambered, upon firing the last round in the weapon's magazine or cylinder. After this the ammunition disappears and the speed loader will need to be reloaded again.
Class: 7-1
Item Type: Utility
Item Power (IP): 100 + 100/class
Offense Type: None
Durability: 2x IP
Bonuses:
Doubles the capacity of the first magazine of a weapon. If multiple speed loaders are used in conjunction they will work in tandem, each filling the weapon to capacity after the last one
empties.
Drawbacks:
Only adds to capacity once before needing to be reloaded.
Cost: 3000 + 500 Ryo per class
Crafting Skills: Crafting 1
Donated Kitai's: Yes
Name: Cheese Round
Description: This is a type of Ammunition that can me used in conjunction with any Firearm. This is a non-lethal round, and cannot kill anyone it hits. When this impacts against something, it will create an explosion, covering everything in a fifteen foot radius in scalding hot cheese, users choice on what kind. Those without either Pain Tolerance 2, Heat Tolerance 2, or Strength of will 2 will have their physical capabilities reduced by half for two posts. Class: 8-1
Item Type: Weapon
Item Power (IP): 400
Offense Type: Physicial
Durability: 800
Bonuses: N/A
Drawbacks: N/A
Cost: 1,250+1,250 Per Class (10,000 Max) For 10 rounds
Crafting Skills: 4 in Crafting
Donated to Urahara's: Tonight, we dine, in the Kitai Shop!
Name: Energy Shell
Description: An item made to spite those with a Skin Defense like Heirro or Envinar Guard, this item takes the shape of a pendant, or an item roughly that size to be worn over clothing. This item covers the user with a thin layer of energy that protects the user from any attack with less Os or Ip than thr shell has. It can still protect the user from attacks that surpass the Ip of this item, but it starts to sustain damage once it does.
Class: 3
Item Type: Armor
Item Power (IP): 700
Offense Type: Spiritual
Durability: 3,000
Bonuses: Shockwaves that do no break the Shell cannot forcibly move the user.
Drawbacks: Does not stack with other Shell items. One will be used before the other, and the order cannot be changed before the other item breaks. Attacks that do not surpass the item's IP will degrade the IP by 25% of the attack for the remainder of the thread, or for the next two hours in adventures.
Cost: 20,000
Crafting Skills: 4 in Crafting
Donated to Urahara's:
Necessary Backstory: [Once upon a time, Jack resided in the mind of a certain Fullbringer. He was a part of the broken personalities that Fullbringer had manifested to cope with the soul shattering trauma he had experienced once his father died. For years, Jack and the other personalities lived together in that broken mess of a mind, before one day, they fought a Quincy. That red haired harlot broke them physically, and drove them off the deep end mentally. Jack and one other personality were swallowed by the ensuing madness, before they all merged back into a single entity. The Fullbringer had been sent to Hell for his misdeeds and madness, and Jack had forgotten that he had ever been a separate entity. With the use of a particular item, he Fullbringer turned Saika has ripped enough of the being that was once Jack out of his mind, and existence returns to the personality once more.]
Current Story Status: [Kitai thanks to his particular item, has taken a substantial amount of lifeforce from himself, isolating enough of what was once Jack and storing it into the item. With this, Kitai manifests Jack into the form of a Mod Soul, and brings Jack back into consciousness. He remembers everything that happened in their lives. He remembers Hell as if he were a fly on the wall, disassociated and confused about it all. He remembers the last moments as Jack, before they all merged back into Kitai. And he is grateful for a second chance at life.]
Name: [Jill]
Statistics:
Race: Mod Soul
Class: 1
Rank: 4
Type: Runner
Age of Appearance: 24
Real Age: Depends on your interpretation
Highest Stage of Release: Level 6
Basic Appearance: [Jill is a near duplicate of Kitai in terms of appearance, with a few key differences. Jill is a crude and raunchy individual, and dresses as such. Much like the Saika, she wears a large jacket with sleeves that cover well past her hands. She wears a white dress shirt with only a few of the buttons being properly buttoned. She wears black pants, and black boots. Her hair is a ivory white, and is kept wild and manic looking. Her eyes are red, and she has a constant smile on her face looks downright maniacal.]
Basic Personality: [Jill is a lustful and greedy person by nature. She is someone who isn't afraid of over indulging herself, and so help her if someone stands in her way. She is a cruel and spiteful person, willing and eager to hurt those who just so happen to be in her general area, let alone someone who has wronged her. She hates anyone who has more than she does, and will gleefully do everything in her power to claw her way to the top. The only ones whose presence she can stand to even approach her own are her family, and that's only just barely.
{FC}
Powers Overview: [Being created by Kitai, Jill is a Mod Soul that is more... Modern than most of the older ones. Her power allows her to alter her gigai into something closer to perfect, or at least something that meets her higher standards.
Level 1-7: Whenever she enters a body/Gigai, it automatically changes into how she views herself. When in a Gigai, stamina costs are greatly reduced, and the efficient running speed increases by 50 per level for levels 1-6, and an extra 100 for class 1.
Strength: 100-50% 50
Speed: 400+250% 1,400
RS: 50
Sppr: 250
Instinct: 100
Senses: 100
Energy Sensory: 150
HE: 250
Stealth: 4
Swords: 4
Battle Analysis: 2
Acrobatics: 2
Strength of Will: 2
Pain Tolerance: 2]
{Preapproved Techniques}Technique Name: Physical Manifestation: Willpower
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawback: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.
Technique Name: Variant
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This variant of the Willpower technique is incredibly deadly. It's very simple, purely taking advantage of the second stage. In addition to the physical increases, awareness is also required. It causes the head itself to become covered in blue Reiatsu. The eyes will also turn yellow during activation. It costs 300 Reiatsu to activate this variant. This increases sensory stats by 30% while active.
How to use technique: Extend “Pulley” to apply to the head as well as the body.
Drawback: After the post of activation, this goes down by 5% per following post. It costs an additional 50 Reiatsu per sacrificed 5% to rejuvenate the 5%.
Technique Name: Caelumintro
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique is a stepping move. It is unique compared to the others in its own way. The user uses a burst of Reiatsu to move one step. When moving they absorb the spirit particles along their path. This causes the step to increase in speed. The first half of this step uses an 8x increase. While using their own Reiatsu the user cannot change directions. However they can use the absorbed Reiatsu to propel themselves in different directions if needed during the second half of this technique, which is an 11x increase. This technique does not take up a technique slot.
How to use technique:
The user releases Reiatsu to move in a certain direction. While they move they absorb the Reiatsu around them. Then they use the absorbed Reiatsu to move even further. It costs 60 Reiatsu to perform one step. The user can pay 120 Reiatsu however during the second half of the step to REFRESH the step and propel in a given direction. This additional increase would give a 13x increase. During the second half of this step, the user can use the same option, this time for 240 Reiatsu, and a 15x increase, and so on. Essentially continue increasing speed by 2x each time for a doubled cost.
Drawback: Reiatsu cost and exhaustion. Continued doubling of cost. Continued doubling of strain, exhaustion, and muscle pull/wear.
Made by: HopehopehopeHOPE
Reserved?: No.
Technique Name: Quinquaginta Eiecit (Fifty Thrust)
Class: 4
Technique Type: Weapon
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: By concentrating reiatsu into the arm of choice in the same manner that one would in preparation to utilize a step technique this technique begins bringing not only an enhanced flexibility and durability to the muscles of the arm, but the speed at which the arm can be moved. This technique enables a user with any sort of weapon to actually thrust it forward a total of fifty times in rapid succession equal to double their maximum speed. While the technique enables the user to thrust forward at a rapid rate to inflict damage rapidly it isn't very well suited to dealing lethal damage normally as the wounds inflicted normally will only be a few centimeters in depth.
How to use technique: Listed above.
Technique Drawbacks: Costs 150 reiatsu. Counts as a short term stat boost.
Made By: Unknown Soul
Reserved: No
Technique Name: Advanced Air Arsenal: Air strings
Class:8-1
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): This technique is much more refined and eloquent than the other methods of Advanced Air Arsenal. This technique, rather than generating large structures, instead focuses on the production of condensed and fortified strings of reishi. Wether it's to help wire a trap, to manipulate a far-off object, or just to tie someone up, these threads are very useful.
At class 8, these threads are well...threads. They are considered to have an offensive durability of 25 and anyone with the physical strength to lift themselves off the ground can generally break these strings without any effort. There is nothing particularly special about these strings, other than that the fact that they have such a thin reishi composition and structure that they have literally zero reiatsu signature and can only be sensed physically through sight.
At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1).
At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1).
Finally, at class 2, these strings are pretty high-quality. Not only improving in durability and cutting power, but also holding the power to be spiritually conductive, allowing the user to channel other techniques through the strings as though they were an extension of the user's body.
Technique Drawbacks Reiatsu cost. Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficcient, and 15 posts at mastered.
Made By:Nola Vilde
Technique Name: Blade Path: Air Frenzy
Class: 3
Technique Type: General Physical/Spiritual
Usable By : Any
Technique Element: None
Technique Description and Effects: Cunning is just as important as skill when using the blade. This technique is based upon the ancient art of weeaboo anime sword nonsense. The art of cutting distant objects. By condensing ambient reishi into a long, durable, sharp string from the tip of the blade, the user is able to weave attacks that can hit beyond where the user is currently standing.
At Learned, the user can flicker their blade, executing a single slash which travels at double the slashing speed through the string, to cut at a target up to 30 feet away from the user.
At Proficient, the user can flicker the blade and execute two different slashes at any two distant locations within 20 feet of the user, traveling at double the speed of the swing.
At Mastered, the user can execute a flurry of frenzied strikes, cutting everything within 10 feet of the user, at triple the speed of the actual slashing. Using this level of the technique causes the duration of the air strings to drop by 3 that post instead of 1.
How to use technique: The user uses Advanced Air Arsenal: Air Strings to generate a string at the tip of their blade, and then performs slashes flicking the string like a whip and allowing them to perform distant slashes.
Technique Drawbacks Must Know some Class of Advanced Air Arsenal: Air Strings. Additionally, unlike normal slashing, the attack power and durability of the string is dependent on the class of Air Strings known. Additionally, this technique is limited by the duration of how long the strings themselves can last. Finally: This can be taxing for the user, requiring 2 posts of rest if this technique is used more than once per post (Otherwise this technique can be used once per post), making it hard to juggle the strain of this technique and the duration of the threads. This technique does not cost reiatsu, other than the price of generating the Air Strings (Which follow standard class-based technique cost).
"At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1). "
"At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1). "
"Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficient, and 15 posts at mastered."
Made By: TV
Reserved? : No
Technique Name: Zen'nō Katto (Omnipotent Cut)
Class: 2
Technique Type: General Physical
Usable By: All Races
Technique Element: N/A
Technique Description and Effects: A simple idea brought to the pinnacle of what can be done with a sword. This technique begins by the user holding their blade steady with all of their strength focused upon the hilt. Drawing the blade begins the technique which involves the user moving their arm fast enough to cut everything around them in all directions. The arm of the user doesn't appear to move due to the vast burst of speed leaving an afterimage in its place making it impossible to track the attack through arm motion. This attack lasts for only a moment inflicting damage upon anything within the reach of the blade in the span of a second making it a truly devastating technique for anyone to unleash.
How to use technique: The user must place all of their strength into the hilt of the sword while focusing completely on their blade. Once completely still the technique is unleashed.
Technique Drawbacks: Requires 500 speed along with a 2 in whatever weapon the user may use. There are few cons to this technique yet they're potent. The first of which is simply that this technique depletes the users stamina by hefty amount. Although masters can employ it multiple times potentially most who even attempt to learn this technique are left exhausted after the first attempt. The biggest downside to this technique is simply the stress and damage that accompanies employing it. After employing this technique the user loses feeling in the arm used while the skin covering their arm along with any material is ripped off leaving the limb weak and causing the user pain. Should it be employed additional times the damage to the arm becomes astronomically worse until eventually the flesh of the arm is completely ripped off. Masters of this technique are unharmed by the first usage.
Made By: Asmo
Reserved: No
Technique Name: Tsukarenai (Tirelessly)
Class: 3
Technique Type: Other
Usable By: All
Technique Description and Effects: Tsukarenai is a technique that ties ones stamina into their Reiatsu reserves. By flowing Reiatsu over their entire body and creating a thick flexible coat of Reiatsu. Upon doing so, the user can continue to fight without putting a strain on themselves in combat. Depending solely on using their Reiatsu for any form of high speed movement. Any movement that drains stamina will instead tap into their Reiatsu reserves. Starting at 400, the user will be spending 50 Reiatsu per post, increasing by an additional 50 for every 100 in speed. Mastery makes it so the user is only spending 50% of the cost per additional 100 in speed. Step techniques that increase speed beyond 3x cost 25% more Reiatsu when used alongside this technique. Yet they don’t require the constant payment for the speed they give.
How to use technique: Coat body in Reiatsu and use it to move.
Technique Drawbacks: There aren’t many weaknesses for using Tsukarenai but moving at high speeds though not draining stamina can still cause muscle damage and using step techniques can quickly burn the user of their Reiatsu reserves. Types that have stamina drawbacks can't learn this technique at all.
Made By: Aevus
Reserved?: No
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawback: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.
Technique Name: Variant
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This variant of the Willpower technique is incredibly deadly. It's very simple, purely taking advantage of the second stage. In addition to the physical increases, awareness is also required. It causes the head itself to become covered in blue Reiatsu. The eyes will also turn yellow during activation. It costs 300 Reiatsu to activate this variant. This increases sensory stats by 30% while active.
How to use technique: Extend “Pulley” to apply to the head as well as the body.
Drawback: After the post of activation, this goes down by 5% per following post. It costs an additional 50 Reiatsu per sacrificed 5% to rejuvenate the 5%.
Technique Name: Caelumintro
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique is a stepping move. It is unique compared to the others in its own way. The user uses a burst of Reiatsu to move one step. When moving they absorb the spirit particles along their path. This causes the step to increase in speed. The first half of this step uses an 8x increase. While using their own Reiatsu the user cannot change directions. However they can use the absorbed Reiatsu to propel themselves in different directions if needed during the second half of this technique, which is an 11x increase. This technique does not take up a technique slot.
How to use technique:
The user releases Reiatsu to move in a certain direction. While they move they absorb the Reiatsu around them. Then they use the absorbed Reiatsu to move even further. It costs 60 Reiatsu to perform one step. The user can pay 120 Reiatsu however during the second half of the step to REFRESH the step and propel in a given direction. This additional increase would give a 13x increase. During the second half of this step, the user can use the same option, this time for 240 Reiatsu, and a 15x increase, and so on. Essentially continue increasing speed by 2x each time for a doubled cost.
Drawback: Reiatsu cost and exhaustion. Continued doubling of cost. Continued doubling of strain, exhaustion, and muscle pull/wear.
Made by: HopehopehopeHOPE
Reserved?: No.
Technique Name: Quinquaginta Eiecit (Fifty Thrust)
Class: 4
Technique Type: Weapon
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: By concentrating reiatsu into the arm of choice in the same manner that one would in preparation to utilize a step technique this technique begins bringing not only an enhanced flexibility and durability to the muscles of the arm, but the speed at which the arm can be moved. This technique enables a user with any sort of weapon to actually thrust it forward a total of fifty times in rapid succession equal to double their maximum speed. While the technique enables the user to thrust forward at a rapid rate to inflict damage rapidly it isn't very well suited to dealing lethal damage normally as the wounds inflicted normally will only be a few centimeters in depth.
How to use technique: Listed above.
Technique Drawbacks: Costs 150 reiatsu. Counts as a short term stat boost.
Made By: Unknown Soul
Reserved: No
Technique Name: Advanced Air Arsenal: Air strings
Class:8-1
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): This technique is much more refined and eloquent than the other methods of Advanced Air Arsenal. This technique, rather than generating large structures, instead focuses on the production of condensed and fortified strings of reishi. Wether it's to help wire a trap, to manipulate a far-off object, or just to tie someone up, these threads are very useful.
At class 8, these threads are well...threads. They are considered to have an offensive durability of 25 and anyone with the physical strength to lift themselves off the ground can generally break these strings without any effort. There is nothing particularly special about these strings, other than that the fact that they have such a thin reishi composition and structure that they have literally zero reiatsu signature and can only be sensed physically through sight.
At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1).
At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1).
Finally, at class 2, these strings are pretty high-quality. Not only improving in durability and cutting power, but also holding the power to be spiritually conductive, allowing the user to channel other techniques through the strings as though they were an extension of the user's body.
Technique Drawbacks Reiatsu cost. Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficcient, and 15 posts at mastered.
Made By:Nola Vilde
Technique Name: Blade Path: Air Frenzy
Class: 3
Technique Type: General Physical/Spiritual
Usable By : Any
Technique Element: None
Technique Description and Effects: Cunning is just as important as skill when using the blade. This technique is based upon the ancient art of weeaboo anime sword nonsense. The art of cutting distant objects. By condensing ambient reishi into a long, durable, sharp string from the tip of the blade, the user is able to weave attacks that can hit beyond where the user is currently standing.
At Learned, the user can flicker their blade, executing a single slash which travels at double the slashing speed through the string, to cut at a target up to 30 feet away from the user.
At Proficient, the user can flicker the blade and execute two different slashes at any two distant locations within 20 feet of the user, traveling at double the speed of the swing.
At Mastered, the user can execute a flurry of frenzied strikes, cutting everything within 10 feet of the user, at triple the speed of the actual slashing. Using this level of the technique causes the duration of the air strings to drop by 3 that post instead of 1.
How to use technique: The user uses Advanced Air Arsenal: Air Strings to generate a string at the tip of their blade, and then performs slashes flicking the string like a whip and allowing them to perform distant slashes.
Technique Drawbacks Must Know some Class of Advanced Air Arsenal: Air Strings. Additionally, unlike normal slashing, the attack power and durability of the string is dependent on the class of Air Strings known. Additionally, this technique is limited by the duration of how long the strings themselves can last. Finally: This can be taxing for the user, requiring 2 posts of rest if this technique is used more than once per post (Otherwise this technique can be used once per post), making it hard to juggle the strain of this technique and the duration of the threads. This technique does not cost reiatsu, other than the price of generating the Air Strings (Which follow standard class-based technique cost).
"At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1). "
"At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1). "
"Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficient, and 15 posts at mastered."
Made By: TV
Reserved? : No
Technique Name: Zen'nō Katto (Omnipotent Cut)
Class: 2
Technique Type: General Physical
Usable By: All Races
Technique Element: N/A
Technique Description and Effects: A simple idea brought to the pinnacle of what can be done with a sword. This technique begins by the user holding their blade steady with all of their strength focused upon the hilt. Drawing the blade begins the technique which involves the user moving their arm fast enough to cut everything around them in all directions. The arm of the user doesn't appear to move due to the vast burst of speed leaving an afterimage in its place making it impossible to track the attack through arm motion. This attack lasts for only a moment inflicting damage upon anything within the reach of the blade in the span of a second making it a truly devastating technique for anyone to unleash.
How to use technique: The user must place all of their strength into the hilt of the sword while focusing completely on their blade. Once completely still the technique is unleashed.
Technique Drawbacks: Requires 500 speed along with a 2 in whatever weapon the user may use. There are few cons to this technique yet they're potent. The first of which is simply that this technique depletes the users stamina by hefty amount. Although masters can employ it multiple times potentially most who even attempt to learn this technique are left exhausted after the first attempt. The biggest downside to this technique is simply the stress and damage that accompanies employing it. After employing this technique the user loses feeling in the arm used while the skin covering their arm along with any material is ripped off leaving the limb weak and causing the user pain. Should it be employed additional times the damage to the arm becomes astronomically worse until eventually the flesh of the arm is completely ripped off. Masters of this technique are unharmed by the first usage.
Made By: Asmo
Reserved: No
Technique Name: Tsukarenai (Tirelessly)
Class: 3
Technique Type: Other
Usable By: All
Technique Description and Effects: Tsukarenai is a technique that ties ones stamina into their Reiatsu reserves. By flowing Reiatsu over their entire body and creating a thick flexible coat of Reiatsu. Upon doing so, the user can continue to fight without putting a strain on themselves in combat. Depending solely on using their Reiatsu for any form of high speed movement. Any movement that drains stamina will instead tap into their Reiatsu reserves. Starting at 400, the user will be spending 50 Reiatsu per post, increasing by an additional 50 for every 100 in speed. Mastery makes it so the user is only spending 50% of the cost per additional 100 in speed. Step techniques that increase speed beyond 3x cost 25% more Reiatsu when used alongside this technique. Yet they don’t require the constant payment for the speed they give.
How to use technique: Coat body in Reiatsu and use it to move.
Technique Drawbacks: There aren’t many weaknesses for using Tsukarenai but moving at high speeds though not draining stamina can still cause muscle damage and using step techniques can quickly burn the user of their Reiatsu reserves. Types that have stamina drawbacks can't learn this technique at all.
Made By: Aevus
Reserved?: No
{Techniques That need approval}
Technique Name: [Exhaustion Removal]
Class: [2]
Technique Type: [Physical]
Usable By: [Races with HSR]
Technique Element: [Body, if any]
Technique Description and Effects: [This is a passive ability that focuses the regenerative effects of HSR. This ability targets any exhaustion that the user starts to suffer. Speed exhaustion takes twice as many posts to take effect, and is completely removed after two posts, so long as the user drops to less or equal to the efficient running speed. This in no way affects Type Exhaustion, or similar drawbacks resulting from type.]
How to use technique: [Focus on your stamina.]
Technique Drawbacks: [While this is active, you cannot use the benefits of regular HSR. HSR can be activated again after two posts, once this technique is deactivated. Abilities that would negate HSR negate this technique. ]
Made By: Jill
Reserved?: [Yes]
Technique Name: [Running on Sunshine]
Technique Class: [3]
Technique Type: [Physical]
Usable By: [Anyone]
Technique Element: [Physical]
Technique Cost: [Stamina]
Description: [This technique revolve around the concept of transference, or more to the point, the lack of transference. Energy transfers through various conduits, like touch. Should a conduit remain in contact with the source of energy for a long enough period of time, it can transfer. A person who touches a hot stove can pick up heat, resulting in a burn. A person who touches ice can have their heat transferred to the ice and start to melt it. Users of this technique, through their speed, touch objects with enough speed not to transfer this energy either way, allowing them to interact with objects without damage, so long as they are fast enough. Users can touch and interact with any ability without damage, so long as they are using a speed higher than the OS of the attack in question.]
How to Use: [Described above.]
Drawbacks: [Just because you can touch something, doesn't mean you can manipulate it. When interacting with techniques, if you are not stronger than them, you cannot move them. Techniques will feel solid to the users of the techniques, like an immovable object to those too weak to actually surpass the techniques they interact with. After being used, the transfer of energy builds up too much, and goes on a two post cooldown.]
Made By: [Jill]
Reserved?: [Yes.]
Technique Name: [Can't touch this]
Technique Class: [1]
Technique Type: [General Physical]
Usable By: [Any]
Technique Element: [Physical]
Technique Cost: [50 reiatsu per foot moved.]
Description: [Similar to Running on Sunshine, this technique makes use of avoiding energy transference, by avoiding being touched at all. Through a careful application of reiatsu, the user can use their speed to vibrate their body to phase through anything with lower OS than their speed. This does not mean that a character can activate this simply by standing still. You must be moving to activate this, and even then, the speed at which you are moving will be the speed used when clashing with techniques, and physical objects. Must have Running on Sunshine mastered to learn this technique.]
How to Use: [Described above.]
Drawbacks: [Massive exhaustion, and Exhaustion Removal is put on a two post cooldown after this is used.]
Made By: [Jill]
Reserved?: [Yes]
Technique Name: [Exhaustion Removal]
Class: [2]
Technique Type: [Physical]
Usable By: [Races with HSR]
Technique Element: [Body, if any]
Technique Description and Effects: [This is a passive ability that focuses the regenerative effects of HSR. This ability targets any exhaustion that the user starts to suffer. Speed exhaustion takes twice as many posts to take effect, and is completely removed after two posts, so long as the user drops to less or equal to the efficient running speed. This in no way affects Type Exhaustion, or similar drawbacks resulting from type.]
How to use technique: [Focus on your stamina.]
Technique Drawbacks: [While this is active, you cannot use the benefits of regular HSR. HSR can be activated again after two posts, once this technique is deactivated. Abilities that would negate HSR negate this technique. ]
Made By: Jill
Reserved?: [Yes]
Technique Name: [Running on Sunshine]
Technique Class: [3]
Technique Type: [Physical]
Usable By: [Anyone]
Technique Element: [Physical]
Technique Cost: [Stamina]
Description: [This technique revolve around the concept of transference, or more to the point, the lack of transference. Energy transfers through various conduits, like touch. Should a conduit remain in contact with the source of energy for a long enough period of time, it can transfer. A person who touches a hot stove can pick up heat, resulting in a burn. A person who touches ice can have their heat transferred to the ice and start to melt it. Users of this technique, through their speed, touch objects with enough speed not to transfer this energy either way, allowing them to interact with objects without damage, so long as they are fast enough. Users can touch and interact with any ability without damage, so long as they are using a speed higher than the OS of the attack in question.]
How to Use: [Described above.]
Drawbacks: [Just because you can touch something, doesn't mean you can manipulate it. When interacting with techniques, if you are not stronger than them, you cannot move them. Techniques will feel solid to the users of the techniques, like an immovable object to those too weak to actually surpass the techniques they interact with. After being used, the transfer of energy builds up too much, and goes on a two post cooldown.]
Made By: [Jill]
Reserved?: [Yes.]
Technique Name: [Can't touch this]
Technique Class: [1]
Technique Type: [General Physical]
Usable By: [Any]
Technique Element: [Physical]
Technique Cost: [50 reiatsu per foot moved.]
Description: [Similar to Running on Sunshine, this technique makes use of avoiding energy transference, by avoiding being touched at all. Through a careful application of reiatsu, the user can use their speed to vibrate their body to phase through anything with lower OS than their speed. This does not mean that a character can activate this simply by standing still. You must be moving to activate this, and even then, the speed at which you are moving will be the speed used when clashing with techniques, and physical objects. Must have Running on Sunshine mastered to learn this technique.]
How to Use: [Described above.]
Drawbacks: [Massive exhaustion, and Exhaustion Removal is put on a two post cooldown after this is used.]
Made By: [Jill]
Reserved?: [Yes]
{Items Owned}
Name: The Beat Stick
Description: This can be made into any weapon the user wishes upon purchase. In short, this is a very strong, very durable weapon. What you see is what you get with this one.
Class: 8-1
Item Type: Weapon
Item Power (IP): 150+150 per Class (1,200 Max)
Offense Type: Physical
Durability: 3x IP
Bonuses: N/A
Drawbacks: N/A
Cost: 1,000+7,000 per Class (50,000 Max)
Crafting Skills: 4 in Crafting
Donated to Urahara's: To the Kitai Shop we go
Name: Shell Sword
Description: Much like the Energy Shell, this item is one made to protect the user. So long as the user is holding this weapon, any damage the user would sustain is instead dealt to the item itself. So long as the Ip of this item surpasses the Os or Ip of the attack, it will be destroyed. If the Ip of this item is less than the attack, it will still absorb the damage, but it will begin to damage the item.
Class: 3
Item Type: Weapon/Armor
Item Power (IP): 800
Offense Type: Physical
Durability: 3,000
Bonuses: N/a
Drawbacks: User must we wielding the weapon for this effect to take place. Does not negate contact effects or non-damaging effects like illusions. Does not stack with other Shell items. One will be used before the other, and the order cannot be changed before the other item breaks. Attacks that do not surpass the item's IP will degrade the IP by 25% of the attack for the remainder of the thread, or for the next two hours in adventures.
Cost: 25,000
Crafting Skills: 4 in Crafting
Donated to Urahara's:
Name: Release Equip
Description: This is a modification that can be equip to any weapon from the Kitai Shop. While this weapon is equipped, it allows the user to 'release' the weapon, much like a Zanpakuto. This lets the weapon act as a release weapon when interacting with cutback. 'Releasing' costs 200 reiatsu, and lasts for 5 posts.
Class: 4
Item Type: Equipment
Item Power (IP): 200
Offense Type: N/A
Durability: Equal to the item it is attached to.
Bonuses: Adds the IP of the item to the weapon it is equipped to.
Drawbacks: Only three Equip items can be attached to any one weapon at a time. Added IP does not count towards the durability of the Weapon, or the OS/IP required to damage the item.
Cost: 10,000 Ryo
Crafting Skills: 4 in Crafting
Donated to Kitai Shop: Yes, 100%, without question
On the Beatstick.
Name: Fire Equip
Description: This is a modification that can be equip to any weapon from the Kitai Shop. While this weapon is equipped, the user can coat their weapon in flames in whatever manner they deem visually appealing. These flames can launch up to three different fire attacks, with those being a large fireball that explodes, a cone of fire, or a curtain of flames that linger for a post. The IP of the fire is equal to the IP of the Weapon this item is attached to. Each fire attack costs 100 reiatsu.
Class: 4-1
Item Type: Equipment
Item Power (IP): 100
Offense Type: N/A
Durability: Equal to the weapon it is attached to.
Bonuses: Adds the IP of the item to the weapon it is equipped to.
Drawbacks: Only three Equip items can be attached to any one weapon at a time. Added IP does not count towards the durability of the Weapon, or the OS/IP required to damage the item.
Cost: 10,000+5,000 per class (25,000 max)
Crafting Skills: 4 in Crafting
Donated to Kitai Shop: Oh yes please
On the Beatstick.
Name: Re-Equip
Description: This is a modification that can be equip to any item from the Kitai Shop. While this item is equipped, the user can transform their item into a clothing accessory, like a bracelet or necklace, or maybe even a pendant if you're feeling fancy. This accessory can be transformed back and forth for 50 reiatsu, and can start as either the item, or the accessory for no cost at the beginning of the thread.
Class: 4
Item Type:
Item Power (IP): 100
Offense Type:
Durability: Equal to the item it is attached to.
Bonuses: Adds the IP of the item to the item it is equipped to.
Drawbacks: Only three Equip items can be attached to any one item at a time. Added IP does not count towards the durability of the item, or the OS/IP required to damage the item.
Cost: 10,000
Crafting Skills: 4 in Crafting
Donated to Kitai Shop: You bet your bottom dollar it is
On the Beatstick.
Name: X-Ray Contacts
Description:Magic Contacts based on something he once upon a time was in possession of. This fancy item is placed on the eyes like contacts, and allow the user to see selectively through any and all physical objects, up to the IP of this item in meters. It can only see through spiritual objects, so long as the OS does not exceed the IP of this item.
Class: 5-1
Item Type: Utility
Item Power (IP): 400+100 per class (800 max)
Offense Type: N/A
Durability: 2x IP
Bonuses: With 50 reiatsu, this affect can be applied to devices that would extend the user's vision.
Drawbacks: Does not let the user see any further than their senses would normally allow. Cannot see through illusions, or things produced by illusions.
Cost: 6,000+1,000 per class (10,000 max)
Crafting Skills: 3 in crafting
Donated to Urahara's: No, to the Kitai Shop
Name: Steel Silk
Description: When purchased, this item can be made into any set of clothing that the wearer wants. Said clothing becomes a highly durable armor that can block most attacks.
Class: 4-1
Item Type: Armor
Item Power (IP): 500+100 per class(800 max)
Offense Type: Physical
Durability: Double Ip
Bonuses: N/a
Drawbacks: Cannot wear more than one layer of Steel Silk.
Cost: 5,000+3,000 per class
Crafting Skills: 3 in crafting
Donated to Urahara's: No
Name: The Beat Stick
Description: This can be made into any weapon the user wishes upon purchase. In short, this is a very strong, very durable weapon. What you see is what you get with this one.
Class: 8-1
Item Type: Weapon
Item Power (IP): 150+150 per Class (1,200 Max)
Offense Type: Physical
Durability: 3x IP
Bonuses: N/A
Drawbacks: N/A
Cost: 1,000+7,000 per Class (50,000 Max)
Crafting Skills: 4 in Crafting
Donated to Urahara's: To the Kitai Shop we go
Name: Shell Sword
Description: Much like the Energy Shell, this item is one made to protect the user. So long as the user is holding this weapon, any damage the user would sustain is instead dealt to the item itself. So long as the Ip of this item surpasses the Os or Ip of the attack, it will be destroyed. If the Ip of this item is less than the attack, it will still absorb the damage, but it will begin to damage the item.
Class: 3
Item Type: Weapon/Armor
Item Power (IP): 800
Offense Type: Physical
Durability: 3,000
Bonuses: N/a
Drawbacks: User must we wielding the weapon for this effect to take place. Does not negate contact effects or non-damaging effects like illusions. Does not stack with other Shell items. One will be used before the other, and the order cannot be changed before the other item breaks. Attacks that do not surpass the item's IP will degrade the IP by 25% of the attack for the remainder of the thread, or for the next two hours in adventures.
Cost: 25,000
Crafting Skills: 4 in Crafting
Donated to Urahara's:
Name: Release Equip
Description: This is a modification that can be equip to any weapon from the Kitai Shop. While this weapon is equipped, it allows the user to 'release' the weapon, much like a Zanpakuto. This lets the weapon act as a release weapon when interacting with cutback. 'Releasing' costs 200 reiatsu, and lasts for 5 posts.
Class: 4
Item Type: Equipment
Item Power (IP): 200
Offense Type: N/A
Durability: Equal to the item it is attached to.
Bonuses: Adds the IP of the item to the weapon it is equipped to.
Drawbacks: Only three Equip items can be attached to any one weapon at a time. Added IP does not count towards the durability of the Weapon, or the OS/IP required to damage the item.
Cost: 10,000 Ryo
Crafting Skills: 4 in Crafting
Donated to Kitai Shop: Yes, 100%, without question
On the Beatstick.
Name: Fire Equip
Description: This is a modification that can be equip to any weapon from the Kitai Shop. While this weapon is equipped, the user can coat their weapon in flames in whatever manner they deem visually appealing. These flames can launch up to three different fire attacks, with those being a large fireball that explodes, a cone of fire, or a curtain of flames that linger for a post. The IP of the fire is equal to the IP of the Weapon this item is attached to. Each fire attack costs 100 reiatsu.
Class: 4-1
Item Type: Equipment
Item Power (IP): 100
Offense Type: N/A
Durability: Equal to the weapon it is attached to.
Bonuses: Adds the IP of the item to the weapon it is equipped to.
Drawbacks: Only three Equip items can be attached to any one weapon at a time. Added IP does not count towards the durability of the Weapon, or the OS/IP required to damage the item.
Cost: 10,000+5,000 per class (25,000 max)
Crafting Skills: 4 in Crafting
Donated to Kitai Shop: Oh yes please
On the Beatstick.
Name: Re-Equip
Description: This is a modification that can be equip to any item from the Kitai Shop. While this item is equipped, the user can transform their item into a clothing accessory, like a bracelet or necklace, or maybe even a pendant if you're feeling fancy. This accessory can be transformed back and forth for 50 reiatsu, and can start as either the item, or the accessory for no cost at the beginning of the thread.
Class: 4
Item Type:
Item Power (IP): 100
Offense Type:
Durability: Equal to the item it is attached to.
Bonuses: Adds the IP of the item to the item it is equipped to.
Drawbacks: Only three Equip items can be attached to any one item at a time. Added IP does not count towards the durability of the item, or the OS/IP required to damage the item.
Cost: 10,000
Crafting Skills: 4 in Crafting
Donated to Kitai Shop: You bet your bottom dollar it is
On the Beatstick.
Name: X-Ray Contacts
Description:Magic Contacts based on something he once upon a time was in possession of. This fancy item is placed on the eyes like contacts, and allow the user to see selectively through any and all physical objects, up to the IP of this item in meters. It can only see through spiritual objects, so long as the OS does not exceed the IP of this item.
Class: 5-1
Item Type: Utility
Item Power (IP): 400+100 per class (800 max)
Offense Type: N/A
Durability: 2x IP
Bonuses: With 50 reiatsu, this affect can be applied to devices that would extend the user's vision.
Drawbacks: Does not let the user see any further than their senses would normally allow. Cannot see through illusions, or things produced by illusions.
Cost: 6,000+1,000 per class (10,000 max)
Crafting Skills: 3 in crafting
Donated to Urahara's: No, to the Kitai Shop
Name: Steel Silk
Description: When purchased, this item can be made into any set of clothing that the wearer wants. Said clothing becomes a highly durable armor that can block most attacks.
Class: 4-1
Item Type: Armor
Item Power (IP): 500+100 per class(800 max)
Offense Type: Physical
Durability: Double Ip
Bonuses: N/a
Drawbacks: Cannot wear more than one layer of Steel Silk.
Cost: 5,000+3,000 per class
Crafting Skills: 3 in crafting
Donated to Urahara's: No
Necessary Backstory: [Once upon a time, Jill resided in the mind of a certain Fullbringer. She was a part of the broken personalities that Fullbringer had manifested to cope with the soul shattering trauma she had experienced once his father died. For years, Jill and the other personalities lived together in that broken mess of a mind, before one day, they fought a Quincy. That red haired harlot broke them physically, and drove them off the deep end mentally. Jill and one other personality were swallowed by the ensuing madness, before they all merged back into a single entity. The Fullbringer had been sent to Hell for his misdeeds and madness, and Jill had forgotten that she had ever been a separate entity. With the use of a particular item, he Fullbringer turned Saika has ripped enough of the being that was once Jill out of his mind, and existence returns to the personality once more.]
Current Story Status: [Kitai, thanks to his particular item, has taken a substantial amount of lifeforce from himself, isolating enough of what was once Jill and storing it into the item. With this, Kitai manifests Jill into the form of a Mod Soul, and brings Jill back into consciousness. She remembers everything that happened in their lives. She remembers Hell as if she were a fly on the wall, disassociated and confused about it all. She remembers the last moments as Jill, before they all merged back into Kitai. And she is gleeful for a second chance at life.]
{Weapon}